本文整理汇总了C++中Text::SetColor方法的典型用法代码示例。如果您正苦于以下问题:C++ Text::SetColor方法的具体用法?C++ Text::SetColor怎么用?C++ Text::SetColor使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Text
的用法示例。
在下文中一共展示了Text::SetColor方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: CreateGUI
void Player::CreateGUI()
{
UI* ui = GetSubsystem<UI>();
Text* scoreText = ui->GetRoot()->CreateChild<Text>();
scoreText->SetName("Score");
scoreTextName_ = scoreText->GetName();
scoreText->SetText(String(score_));
scoreText->SetFont(masterControl_->cache_->GetResource<Font>("Resources/Fonts/skirmishergrad.ttf"), 32);
scoreText->SetColor(Color(0.5f, 0.95f, 1.0f, 0.666f));
scoreText->SetHorizontalAlignment(HA_CENTER);
scoreText->SetVerticalAlignment(VA_CENTER);
scoreText->SetPosition(0, ui->GetRoot()->GetHeight()/2.5f);
//Setup 3D GUI elements
guiNode_ = masterControl_->world.scene->CreateChild("GUI3D");
healthBarNode_ = guiNode_->CreateChild("HealthBar");
healthBarNode_->SetPosition(Vector3(0.0f, 1.0f, 21.0f));
healthBarNode_->SetScale(Vector3(health_, 1.0f, 1.0f));
healthBarModel_ = healthBarNode_->CreateComponent<StaticModel>();
healthBarModel_->SetModel(masterControl_->cache_->GetResource<Model>("Resources/Models/Bar.mdl"));
healthBarModel_->SetMaterial(masterControl_->cache_->GetTempResource<Material>("Resources/Materials/GreenGlowEnvmap.xml"));
shieldBarNode_ = guiNode_->CreateChild("HealthBar");
shieldBarNode_->SetPosition(Vector3(0.0f, 1.0f, 21.0f));
shieldBarNode_->SetScale(Vector3(health_, 0.9f, 0.9f));
shieldBarModel_ = shieldBarNode_->CreateComponent<StaticModel>();
shieldBarModel_->SetModel(masterControl_->cache_->GetResource<Model>("Resources/Models/Bar.mdl"));
shieldBarModel_->SetMaterial(masterControl_->cache_->GetResource<Material>("Resources/Materials/BlueGlowEnvmap.xml"));
Node* healthBarHolderNode = guiNode_->CreateChild("HealthBarHolder");
healthBarHolderNode->SetPosition(Vector3(0.0f, 1.0f, 21.0f));
StaticModel* healthBarHolderModel = healthBarHolderNode->CreateComponent<StaticModel>();
healthBarHolderModel->SetModel(masterControl_->cache_->GetResource<Model>("Resources/Models/BarHolder.mdl"));
healthBarHolderModel->SetMaterial(masterControl_->cache_->GetResource<Material>("Resources/Materials/Metal.xml"));
appleCounterRoot_ = guiNode_->CreateChild("AppleCounter");
for (int a = 0; a < 5; a++){
appleCounter_[a] = appleCounterRoot_->CreateChild();
appleCounter_[a]->SetEnabled(false);
appleCounter_[a]->SetPosition(Vector3(-(a + 8.0f), 1.0f, 21.0f));
appleCounter_[a]->SetScale(0.333f);
StaticModel* apple = appleCounter_[a]->CreateComponent<StaticModel>();
apple->SetModel(masterControl_->cache_->GetResource<Model>("Resources/Models/Apple.mdl"));
apple->SetMaterial(masterControl_->cache_->GetTempResource<Material>("Resources/Materials/GoldEnvmap.xml"));
}
heartCounterRoot_ = guiNode_->CreateChild("HeartCounter");
for (int h = 0; h < 5; h++){
heartCounter_[h] = heartCounterRoot_->CreateChild();
heartCounter_[h]->SetEnabled(false);
heartCounter_[h]->SetPosition(Vector3(h + 8.0f, 1.0f, 21.0f));
heartCounter_[h]->SetScale(0.333f);
StaticModel* heart = heartCounter_[h]->CreateComponent<StaticModel>();
heart->SetModel(masterControl_->cache_->GetResource<Model>("Resources/Models/Heart.mdl"));
heart->SetMaterial(masterControl_->cache_->GetTempResource<Material>("Resources/Materials/RedEnvmap.xml"));
}
}
示例2: CreateUI
void GameApplication::CreateUI()
{
Input* input = GetSubsystem<Input>();
input->SetMouseVisible(true);
ResourceCache* cache = GetSubsystem<ResourceCache>();
UI* ui = GetSubsystem<UI>();
// Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
// control the camera, and when visible, it will point the raycast target
XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
SharedPtr<Cursor> cursor(new Cursor(context_));
cursor->SetStyleAuto(style);
ui->SetCursor(cursor);
// Set starting position of the cursor at the rendering window center
Graphics* graphics = GetSubsystem<Graphics>();
cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
// Construct new Text object, set string to display and font to use
scoreText = ui->GetRoot()->CreateChild<Text>();
scoreText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
// The text has multiple rows. Center them in relation to each other
scoreText->SetTextAlignment(HA_CENTER);
scoreText->SetColor(Color::BLUE);
scoreText->SetTextEffect(TextEffect::TE_SHADOW);
// Position the text relative to the screen center
scoreText->SetHorizontalAlignment(HA_CENTER);
scoreText->SetVerticalAlignment(VA_CENTER);
scoreText->SetPosition(0, ui->GetRoot()->GetHeight() / 4 + 80);
//开始按钮
//UIButton* btnStart = new UIButton(context_);
//btnStart->SetPosition(100,100);
//btnStart->SetSize(120,50);
//ui->GetRoot()->AddChild(btnStart);
Button* btnStart = CreateButton(80,100,120,50,"Start");// ui->GetRoot()->CreateChild<Button>();
btnStart->SetName("btnStart");
btnStart->SetMinHeight(24);
btnStart->SetStyleAuto();
btnStart->SetPosition(100,100);
btnStart->SetSize(120,50);
Text* buttonText = btnStart->CreateChild<Text>();
buttonText->SetAlignment(HA_CENTER, VA_CENTER);
buttonText->SetColor(Color::BLUE);
Font* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
buttonText->SetFont(font, 12);
buttonText->SetText("Start");
SubscribeToEvent(btnStart,E_PRESSED,HANDLER(GameApplication,OnButtonStartClick));
UpdateScore();
}
示例3: text_setColor
int ScriptBinding::text_setColor(lua_State * s)
{
Text * text = (Text*)lua_tointeger(s,1);
Color c;
c.r = (float)lua_tointeger(s,2)/255.0f;
c.g = (float)lua_tointeger(s,3)/255.0f;
c.b = (float)lua_tointeger(s,4)/255.0f;
text->SetColor(c);
return 0;
}
示例4: ProcessTextChange
void ProcessTextChange(EditorRange& Modification,
Text& input) {
size_t start = Modification.fEdit.fStart;
if (start > 6) start -= 5; // not -= 6: we require at least one changed char
else start = 0;
size_t P = input.GetText().find("return", start, 6);
if (P != std::string::npos) {
for (size_t i = P; i < P + 6; ++i) {
input.SetColor(i, 1);
}
Modification.fDisplay.Extend(Range(P, 6));
}
}
示例5: AddContact
void PhoneModeAddressBook::AddContact(uint8_t Index)
{
uint16_t AddressMask = 1 << Index;
if (this->AddressMask & AddressMask)
return;
string Name = sExe->ReadStringIndirect(VA_PHONE_ADDRMENU, Index, 0xC, 0x4);
Text ContactText;
ContactText.SetPosition(PHONE_WALLPAPER_X, BLUE_HEADER_POS_Y + BLUE_HEADER_HEIGHT + Contacts.size() * 20);
ContactText.SetColor(Nsb::Color::BLACK);
ContactText.SetCharacterSize(20);
ContactText.CreateFromString(Name);
Contacts.push_back({ ContactText, Index });
this->AddressMask |= AddressMask;
}
示例6: CreateButton
Button* GameApplication::CreateButton(int x,int y,int xSize,int ySize,const String& text)
{
UIElement* root = GetSubsystem<UI>()->GetRoot();
ResourceCache* cache = GetSubsystem<ResourceCache>();
Font* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
// Create the button and center the text onto it
Button* button = root->CreateChild<Button>();
button->SetTexture(cache->GetResource<Texture2D>("Urho2D/Box.png"));
button->SetStyleAuto();
button->SetPosition(x, y);
button->SetSize(xSize, ySize);
Text* buttonText = button->CreateChild<Text>();
buttonText->SetAlignment(HA_CENTER, VA_CENTER);
buttonText->SetFont(font, 12);
buttonText->SetColor(Color::BLUE);
buttonText->SetText(text);
return button;
}
示例7: ProcessPromptChange
void ProcessPromptChange(Text& prompt) {
prompt.SetColor(Range::AllText(), 1);
}